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Technique · Actionable Gamification

Moats (GT#67)

A barrier users clear before a reward becomes usable, such as a perk that activates only after setup, or a community entered by submitting work. Chou mentions it with Beginner's Luck and places it in the scarcity band of his Flow chart, where a challenge can be beaten with skill or planning.

Evidence grade D. Practitioner framework or anecdote: plausible, untested.StartReturn

Plain label: skill gate before a rewardAlso known as: Moats, unlock gate

How it works

A gate between owning a reward and using it focuses effort on clearing the gate (CD6), and clearing it feels like an achievement. Chou's example: a lucky early weapon that can be equipped only after beating a hard level makes players fixate on that level. He references the technique rather than developing it in the drive chapters. It becomes exploitative when paying is the only realistic way across.

How to build it

B2B
A founding-member perk that activates once workspace setup is complete.
Web
A premium community joined by submitting a portfolio piece.
Mobile
A limited-time challenge that needs a short plan, with the planning template provided.

What can go wrong

  • Paying is the only realistic way across.
  • A gate harder than the reward is worth.
  • Gates in front of what users need to do their job.

Pairs well with

  • Pair with GT#23 Beginner's Luck so the gated reward feels personal.
  • Keep the gate beatable (OCT-P3).

Limits

What we don’t claim

Sources

  • Actionable Gamification · Yu-kai Chou

    Ch.5, p.85 · Ch.5, p.86 · Ch.15, p.418 · Ch.10, p.230

Source IDs: GT#67CD6

Book content is paraphrased, never quoted at length. Last verified October 24, 2026.

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